Re: Mighty soul alternatives? Chosen and Kotbs imblance
Posted: Sat Oct 24, 2020 2:16 pm
@gamesbond, when no one is left to play your game, only then will the passionate players be truly silenced.
Warhammer Online
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=41782
There was no way for you to know and its not your fault but yeah, buying sov for anything other than main spec is risky business on this server. Especially for something like mighty soul/runefang which have been on the cutting block for some reason.Detangler wrote: ↑Sat Oct 24, 2020 2:14 pm Welp, guess that settles it on whether I'll be back someday. Nothing like a sweeping change to a class with no rhyme or reason to completely gut my spec and choices for why i picked certain sov/warlord pieces to maximize certain stats and gimping others. GG devs, it was fun. 2h chosens had better options than DW for pumping out spirit damage, and i'm pretty sure i was the only moron sword and board DPS chosen runnin around with DW on this server, unless there's been a slew of new like-minded morons these past few months while i've been away.
No reason? Wounds debuff (before a morale drop) with a crit debuff combined with parry debuff + toughness debuff + resis debuff + ap drain + up to 4 interruptibles + mega punt on tanks every 10 secs. Seriously.Alucard2010 wrote: ↑Sat Oct 24, 2020 4:38 am No reason to play a 2h knight in this current state. Zero. In any capacity, in any setting. S&B will be your new role in all settings.
Pre-MS Nerf:
1v1 - Generally lost to anything range since no gap closers, WEs were even battles (esp. if they got to initiate), Chosen 50/50, BO/BGs I won most of these fights, and choppas were easy stomps. Couldn't kill any healer, not enough burst, period.
6v6 - Meme build in SCs, Viable in ranked if your team was applying good pressure and the aggressor, otherwise it was difficult to apply the trifecta of dps pressure, guard swap, and utility (punts/snares/challenges) simultaneously if you were on the back foot. Not to mention it made life hell on your healers due to the increased 15% inc dmg and no focused mending tactic.
Cities - This is where I enjoyed the build most and think it fit into the game the best providing a fun alternative to an otherwise stale aura bot class. It paired well in the ST focus group as you could provide meaningful pressure to armor/toughness stacked healers w/ your ST dps. Couldn't be a part of the main melee aoe blob as knight parry wasn't enough mitigation (it's much lower than chosen's) and you would melt to AOE.
Forts/Keeps - meh, we stand around like most other 2h tanks in these and are always sub-optimal to full S&B tanks for HTL/pushes
Post-MS Nerf:
1v1 - Range same thing - no gap closer, you will die. WEs should still end up about even since their mostly beating themselves to death on suns blessing. Lose to all other tanks due to high mitigation of physical and knights inability to get meaning str/WS stats (no daemonclaw, no oppressing swing w/ conversion of myrm fury to elemental), Probably still stomp choppas if taunting channeling heal from choppa correctly.
6v6 - SCs: S&B guard mitigation (block/parry) + Focused Mending + Dirty tricks > 2h 10% overpowering swings crit buff + 2h parry guard mitigation
Don't even bother queuing in ranked since you have to have some amount of tank pressure there, knights wont have that any longer, and S&B is pure garbage in ranked due to 20s punt timer (instead of 10s from 2h).
Cities - High stacking of Armor/Toughness on healers makes the ST group no longer viable for the Knight since you hit like a wet noodle w/ full physical dmg now and you're better off taking WW SM and IB to buff your dps. Also still can't run 2h knights in the aoe bomb groups as you're just flat out BETTER in S&B for mitigation + focused mending + dirty tricks (5% crit r for group).
Forts/Keeps - meh, we stand around like most other 2h tanks in these and are always sub-optimal to full S&B tanks for HTL/pushes
These changes took the for "Fun" build away from the knight to meme in SCs and have some other niche in cities besides S&B guard aura bot.
-Beernpretzels 84 KOTBS Full BIS 2H Knight
detrap wrote: ↑Sun Oct 25, 2020 11:50 amNo reason? Wounds debuff (before a morale drop) with a crit debuff enhanced with parry debuff + toughness debuff + resis debuff + ap drain + up to 4 interruptibles + mega punt on tanks every 10 secs. Seriously.Alucard2010 wrote: ↑Sat Oct 24, 2020 4:38 am No reason to play a 2h knight in this current state. Zero. In any capacity, in any setting. S&B will be your new role in all settings.
Pre-MS Nerf:
1v1 - Generally lost to anything range since no gap closers, WEs were even battles (esp. if they got to initiate), Chosen 50/50, BO/BGs I won most of these fights, and choppas were easy stomps. Couldn't kill any healer, not enough burst, period.
6v6 - Meme build in SCs, Viable in ranked if your team was applying good pressure and the aggressor, otherwise it was difficult to apply the trifecta of dps pressure, guard swap, and utility (punts/snares/challenges) simultaneously if you were on the back foot. Not to mention it made life hell on your healers due to the increased 15% inc dmg and no focused mending tactic.
Cities - This is where I enjoyed the build most and think it fit into the game the best providing a fun alternative to an otherwise stale aura bot class. It paired well in the ST focus group as you could provide meaningful pressure to armor/toughness stacked healers w/ your ST dps. Couldn't be a part of the main melee aoe blob as knight parry wasn't enough mitigation (it's much lower than chosen's) and you would melt to AOE.
Forts/Keeps - meh, we stand around like most other 2h tanks in these and are always sub-optimal to full S&B tanks for HTL/pushes
Post-MS Nerf:
1v1 - Range same thing - no gap closer, you will die. WEs should still end up about even since their mostly beating themselves to death on suns blessing. Lose to all other tanks due to high mitigation of physical and knights inability to get meaning str/WS stats (no daemonclaw, no oppressing swing w/ conversion of myrm fury to elemental), Probably still stomp choppas if taunting channeling heal from choppa correctly.
6v6 - SCs: S&B guard mitigation (block/parry) + Focused Mending + Dirty tricks > 2h 10% overpowering swings crit buff + 2h parry guard mitigation
Don't even bother queuing in ranked since you have to have some amount of tank pressure there, knights wont have that any longer, and S&B is pure garbage in ranked due to 20s punt timer (instead of 10s from 2h).
Cities - High stacking of Armor/Toughness on healers makes the ST group no longer viable for the Knight since you hit like a wet noodle w/ full physical dmg now and you're better off taking WW SM and IB to buff your dps. Also still can't run 2h knights in the aoe bomb groups as you're just flat out BETTER in S&B for mitigation + focused mending + dirty tricks (5% crit r for group).
Forts/Keeps - meh, we stand around like most other 2h tanks in these and are always sub-optimal to full S&B tanks for HTL/pushes
These changes took the for "Fun" build away from the knight to meme in SCs and have some other niche in cities besides S&B guard aura bot.
-Beernpretzels 84 KOTBS Full BIS 2H Knight
and i want remind that old MS never was usefull tc in first place - if you want, better ask about old/reworked runefang but maybe locked in conquest tree as replacement to Efficient Swings lol tc. But ye ..i dont see much sense in buffing death horse anyway.